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Part 2: Early
Modern Firearms
A
s innovation marches on,
modern period.
Firearms Ascendant
Firearms became much easier to use in the
period between 1500 and 1700 CE. The
muskets that replaced the heavy harquebus
were more easily held and fired thanks to
advancements in design that allowed for
smaller bullets without reducing damage. writing Walt Ciechanowski
The fickle match was replaced with new color art Indi Martin
mechanisms (starting with the wheellock editing James J. Haeck
and culminating with the flintlock) that layout Eric Life-Putnam
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Simple Ranged Weapons
Name Cost1 Damage Weight Properties2,3
Blunderbuss 250 gp special 8 lb. Ammunition (range 20/60), loading, loud, misfire,
shot(2d6 piercing), two-handed
Gun Shield 250 gp 1d10 piercing 7 lb. Ammunition (range 20/60), loud, match loading, misfire
Hand Blunderbuss 175 gp special 2 lb. Ammunition (range 10/30), loading, loud, misfire,
shot(2d4 piercing)
Hybrid Pistol 250 gp 1d10 piercing Var. Ammunition (range 20/60), loading, loud, misfire
Matchlock Musket 200 gp 1d12 piercing 10 lb. Ammunition (range 40/120), loud, match loading, misfire,
two-handed
Matchlock Pistol 150 gp 1d10 piercing 2 lb. Ammunition (range 20/60), loud, match loading, misfire
Musket 300 gp 1d12 piercing 10 lb. Ammunition (range 40/120), loading, loud, misfire,
twohanded
Pistol 200 gp 1d10 piercing 2 lb. Ammunition (range 20/60), loading, loud, misfire
1 Costs are for settings where such firearms are commonly available. The GM should feel free to increase the cost if the weapons are sufficiently rare; in
some settings they may even be considered priceless magic items!
2 New properties are described in Keep Your Powder Dry! Part 1: Firearms for Fantasy Campaigns*
3 Wheellocks are prone to misfire more often than other types of firearms. The wheellock version of this weapon misfires on a d20 roll of 1 or 2 when mak-
ing a ranged attack.
Hand Blunderbuss. A hand blunderbuss Hybrid Pistol. With the introduction of the
(commonly called a dragon in our world, wheellock it became easier to meld firearms
probably not so much in a fantasy setting with specifically the pistolwith melee weapons,
real dragons!) is a one-handed blunderbuss particularly one-handed ones. The pistol is built
and can use improvised shot like a regular into the hilt of a melee weapon in such a way as
blunderbuss, but its improvised damage is not to compromise the integrity of the weapon.
reduced to 1d4. In melee the hand blunderbuss The weapon may be fired as a pistol or wielded in
may be used as a club dealing 1d4 damage. melee as a regular melee weapon of its type.
Gun Shield. This is a defensive version of a Matchlock Musket. The matchlock musket
hybrid pistolthe pistol is built directly into is an improvement on the earlier harquebus.
the shield. A standard shield pistol requires two While its weight is unchanged, it fires smaller
hands to use (one to hold the shield and the bullets with greater accuracy and can be easily
other to fire the gun), although an enterprising handled by anyone trained to use it. In melee the
gunsmith could create a trigger that could be matchlock musket may be used as a two-handed
pulled by the hand holding the shield. club dealing 1d6 damage.
A gun shield can be crafted using a hand Matchlock Pistol. This early one-handed
blunderbuss instead of a pistol; the cost is the firearm has the same weather problems of its
same but the mechanics of the hand blunderbuss musket counterpart, although it does allow a
are substituted for the gun shields in combat. creature to use it and draw and fight with another
weapon in its off-hand. If you fire more than one
* Get Part 1: Walt Ciechanowski, Keep Your Powder Dry! Part 1: matchlock pistol in the same round, then you
Firearms for Fantasy Campaigns, EN World EN5ider, have disadvantage on all ranged attacks due to
https://www.patreon.com/posts/7797923 the awkwardness of lighting and firing so quickly.
In melee the matchlock pistol may be used as a
club dealing 1d4 damage.
Early
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New Magic Items
This section lists three magic items that appear The Proclaimer
along with firearms. Their rarity depends on how Weapon (any musket or pistol), very rare (requires
common firearms are in your campaign. attunement by a cleric)
This firearm is dedicated to and blessed by
Adamantine Bullet a particular deity. You gain a +2 on attack and
Weapon (bullet), uncommon damage rolls made with this magic weapon (the
These bullets are made of adamantine, one of Proclaimer automatically misfires if an unattuned
the hardest substances in existence. Attacks with creature tries to use it). When you hit an undead
adamantine bullets score critical hits on rolls of 19 with it, you do an extra 2d8 radiant damage.
or 20 (if you normally score a critical hit on a 19 or The Proclaimer also has 7 charges. If you are
lower, then the adamantine bullet scores a critical a cleric dedicated to that deity (or on otherwise
hit on lower die results on a 1-for-1 basis; for friendly terms if not worshiping that particular
example, if you normally score a critical hit on a deity), then you may expend one of the charges
19 or 20 then the adamantine bullet scores one on a when making a ranged attack with the Proclaimer
roll of 18, 19, or20). against an undead creature. If the bullet hits, then
If you fire an adamantine bullet at a creature in addition to the ammunitions normal damage
wearing adamantine armor, then you only score that creature and all undead within 30 feet of
a critical hit when you normally would (a roll of it are affected as if you had used your Channel
20 for most creatures) but the adamantine armor Divinity: Turn Undead class feature (this does not
does not downgrade the critical hit. count as a use of your Channel Divinity).
Adamantine bullets are typically cast in groups The Proclaimer regains 1d6 + 1 charges daily
of 20. at dawn. If you expend the last charge, roll a d20.
On a 1, the Proclaimer loses its magic. You must
Dragons Breath Shot perform some service for your deity in order
Weapon (shot), rare to be deemed worthy to have the Proclaimer
When you fill your blunderbuss or hand restored. e
blunderbuss with this shot, it fires a cone of
energy similar to a particular dragons breath
weapon rather than doing its normal damage.
Dragons breath shot does 8d6 damage of the
appropriate energy type. Creatures may make
a saving throw against the shot as normal
(including having advantage at long range), but a
successful save still causes half damage.
There are five types of dragons breath shot: black
(acid), blue (lightning), green (poison), red (fire),
and white (cold). Each type is easily identifiable
by the color of the pellets in the shot.